Hey all, back with a 10 top tip style video. I really enjoy making these types of video as sometimes when you get so used to using complex software it can be easy to forget the basics. If you want to see more 10 top type videos let me know!
I'm here months-late to the party, but I wanted to give you a shoutout because you helped me understand what was wrong with my rigid/collider issues on my first C4D render! Thank you!
Hey, I did do a tutorial a while back covering it, it is a little dated now. I would like to revisit soon. However, there is a super easy quick method that I have used here: ua-cam.com/video/GpUyJd3ieHA/v-deo.html
Thank you for this video, it's very useful. Could you give more explanation about damping and mass, please? How is it possible to stop a moving? The objects don't stop moving after a collision, they do it for infinity. How can I setup the weight of an object physically? The force mode is not clear for me. So, you might make the episode second :D Thank you.
Yeah, I will look to do a follow up at some point and go into these points in more detail. Damping and friction is exactly what you would use to calm physics down but you will still always find that super small pieces whizz about... It's sadly something that I have never fully gotten to the bottom of.
Thank so you so much for this. Even I already knew a lot, your knowledge and explanation with ease is something that`s connecting a lot of dots. If you have an interest in it, please do more c4D tutorials. Thank you
wow, you explain it very well, clean and interesting, also the content is very useful, thanks for making this kind of great video, this is really not easy🤙🏻🤙🏻
Thank you so much for sharing all tips with us, I have a problem, and I think only you can help me, I have a letter that I make liquid by matrix, particle, volume builder, and xpresso ( gravity and turbulence), but when the liquid hit the plane (as a floor), it passes through it and I tested all technique that everybody mentions it on youtube, what should I do?
I am excited about your channel. I've been working with c4d for a long time, but I haven't really dealt with Dynamics yet. Your introduction is worth gold to me. How would you solve the problem if a shell hits the ground and shoots up debris?
Glad you enjoyed it! In regards to debris it depends on exactly what you are looking to do. Things like that I would usually add in post (after effects) and track a stock debris charge to the footage. Something like Video CoPilots Action Essentials 2 would do the job. :)
Hi Rory, congratulations on this very nice job and for the amazing channel. I'm a physics teacher and I'm intending to use Cinema 4D in my videos to animate some simples physical phenomena. As you know not only mechanics is important in physics, but also waves and/or rays which are very important to the optics, electromagnetism, acoustics etc. I looked for tutorials involving this kind of these elements and I found virtually nothing on UA-cam; not even a simple wave in a string. Can you suggest some contents to deal with these features, or even better, maybe produce some video addressing this? Thank you very much. Cheers from Brazil.
Thanks for the feedback! If you are talking proper scientific stuff, I am really not your man... I just know how to do stupid... (See latest ragdoll video)... :)
I've got a boole object with a rigid body dynamics tag which is only affecting the first shape in the booles hierarchy. The objects that are intersecting the first shape seem to ignore the tag and don't fall down with the first shape. Going to watch the video for the tips because it looks beneficial, but if you could give me any advice with my problem that would be great, thanks!
Hello. Is there any way to make a transition between "align to spline" and "rigid body" simulation? I mean continuing the inertia motion with the same velocity as at the end of the spline. For example, a soccer ball with a specific trajectory and bounce simulation.
Hey, I imagine there is a super clever technical way. However I have only ever achieved it by key framing to enable the dynamics at the point of transition, then in the rigid body (now bullet) tag set an initial force in the direction it’s going. It takes a bit of trial and error and isn’t very elegant but I’ve used it many times. :)
Thanks for this great tutorial. It is a very helpful overview in understanding dynamics. I ran into a problem using the the ”set initial state”. It sets it only for the first 1-2 frames. After that the caples jump back up and falls down. Am I missing something? I am using Cinema 4D R23.
Hello, awesome tutorials. Please I've got issues with my project. I'm quiet new to C4D, and I applied the collider body and rigid body tags, but when playback even after baking, the objects with the rigid body tags just goes through the floor even tho there's a collider body tag on it. I've tried so many things but not working. Can you help please.
It's a tricky one because there is so many things that could be causing an issue like this. Double check the object type in the tag, also the hierarchy of model can make a difference. I would say, go through the video again and follow the steps from for the basics with some simple models and see what the results are.
@@ratemyfuneral could it also be doing that cause I applied the tag on the wrong object? I've got a mograph thingy on the object. so do I apple to the object or it's parent?
@@glmstudiogh aaah this is where I mentioned hierarchy. From the sounds of it, in this case, you would put the tag on the mesh object and not the the mogaph object. Of course this could also be affected if the mesh has child objects too.
Yup, tricky to explain over text but disable the scene gravity and setup a gravity force (simulate menu) then use fall out boxes to have them effect the areas you want. :)
Aaaah yes. It is my current mic setup, the stand is attached to my desk, so it bangs every time I knock the desk.... I must get round to sorting it.... but it's only after I finish recording that I remember!! Don't you just hate when that happens. (Glad you liked the vid).
Hi, is there a way to fill a closed Zylinder with spheres from top? I want to animate small spheres along a spline and fill the zylinder with it. My problem is, the collision is on the outside of the Zylinder. Can I say, collision only inside of Zylinder mesh not outside? Thank you.
Yeah, it's pretty straight forward but hard to describe. Make sure it's set to static mesh (assuming it's not animated) then as long as there is a way in, objects will fill it. Obviously if it is closed, you will to need to start the objects inside it, however, you could also use a dummy object with a hole in with the physics tag enabled. Then just make sure your objects pass through the 'hidden hole' and it should fill up fine.
@@ratemyfuneral Thank you for your quick answer and help! I’m not sure, i don’t understand it all. Is it possible that you can make a dummy C4D file with a example? What is better for that, emitter object or clone object with spline, if I want to move about 50x bubbles/spheres from bottom to top and they fill then a Zylinder/Tablet on the top?
@@orbi8316 I would do that specifically with an emitter at the bottom of the cylinder. Here's an example scene for you: www.dropbox.com/s/vk85ky75wt09ccm/FillingCylinder_Example_01.c4d?dl=0
@@ratemyfuneral Hi, thanks a lot, but thats not the solution for my problem. Sorry, I think my english is not so good, therefore i couldnt explain it right. The emitter have to be outside of the zylinder not inside. thats my problem with the collision tag. i try to explain it: i want to send bubbles/spheres from emitter (or clone if its better) which are flying up. on an another place there is the zylinder. when the bubbles/spheres are fyling up they come in the near of the zylinder and fly through the zylinder (no collision) but fill in the zylinder (collision inside). my problem is that when i activate the collision tag, that the bubbles/spheres not fly through the zylinder, but when i dont activate the collision tag, then they fly through and dont collider with the inside of the zylinder to stay in. can i explain it? :) :) i need a solution that my bubbles/spheres activate there collision only when they are in the zylinder not when they are outside the zylinder. is that possible? if yes, therefore it would be perfect, when you can make a quick sample scene in c4d. but thank you very much for you help again. very cool man. :)
@@orbi8316 Aaah, I think I see... To be fair, I can't really think of a way to achieve it. I'm not sure if there is a way of having directional collision but I think that is what you are saying. Closest I could come up with was this: www.dropbox.com/s/qmn68h2q2fiv6cg/FillingCylinder_Example_02.c4d?dl=0
Hey, it is something I do plan to do a tutorial on (at some point) but it's quite a bit more complex. Definitely not something I can just explain over text unfortunately.
Hey all, back with a 10 top tip style video. I really enjoy making these types of video as sometimes when you get so used to using complex software it can be easy to forget the basics.
If you want to see more 10 top type videos let me know!
Wonderful tutorial!
Could you tell me if it is possible to throw a rigid body and control where and when it bounces Thanks! ❤
I'm here months-late to the party, but I wanted to give you a shoutout because you helped me understand what was wrong with my rigid/collider issues on my first C4D render! Thank you!
Glad I could help! Have fun! :D
Where was this video some years ago... Outstanding.
I just want to say one thing. This video is brilliant!
Thanks alot!
Oh god.. this is exactly what I was looking for. You are a wonderful teacher. I loved it.
Awesome, glad it was helpful!
i can feel your enthusiasm even through the internet. great video and thanks!
Always!
CONGRATS MY FRIEND! THIS IS AWESOME! THANKS FOR TEACH THIS!
Glad you found it useful! Cheers!
You just saved my life! Thank you so much!!!
my teacher cant explain well, so glad I found your tutorial, it helps to understand much better!!!! thanks !
You're very welcome!
Hey, thanks a lot for the tutorial, you've explained it so clear and easily to follow. Thanks again! much appreciated it, you're awesome!
You're very welcome!
love u champ .... please keep doing this !!!!!!!!! they are so useful
Thanks Sir, I would like to know you rig characters and how they respond to dynamics
Hey, I did do a tutorial a while back covering it, it is a little dated now. I would like to revisit soon. However, there is a super easy quick method that I have used here: ua-cam.com/video/GpUyJd3ieHA/v-deo.html
Thank you for this video, it's very useful. Could you give more explanation about damping and mass, please? How is it possible to stop a moving? The objects don't stop moving after a collision, they do it for infinity. How can I setup the weight of an object physically? The force mode is not clear for me. So, you might make the episode second :D Thank you.
Yeah, I will look to do a follow up at some point and go into these points in more detail. Damping and friction is exactly what you would use to calm physics down but you will still always find that super small pieces whizz about... It's sadly something that I have never fully gotten to the bottom of.
This was so helpful for me, thank you so much!
Glad it was helpful!
Dude you’re the best! Helped me sooo much
Glad to be of help!
Is it Possible, that the weird behavior related to the steps by frame is the result of the self collision?
Yes, I believe you are spot on there! :)
Thank so you so much for this. Even I already knew a lot, your knowledge and explanation with ease is something that`s connecting a lot of dots.
If you have an interest in it, please do more c4D tutorials.
Thank you
Glad you enjoyed it!
wow, you explain it very well, clean and interesting, also the content is very useful, thanks for making this kind of great video, this is really not easy🤙🏻🤙🏻
You're very welcome! =D
Thank you so much for sharing all tips with us, I have a problem, and I think only you can help me, I have a letter that I make liquid by matrix, particle, volume builder, and xpresso ( gravity and turbulence), but when the liquid hit the plane (as a floor), it passes through it and I tested all technique that everybody mentions it on youtube, what should I do?
that was awesome man. make more tuts, very intresting
Thanks!
I am excited about your channel. I've been working with c4d for a long time, but I haven't really dealt with Dynamics yet. Your introduction is worth gold to me.
How would you solve the problem if a shell hits the ground and shoots up debris?
Glad you enjoyed it! In regards to debris it depends on exactly what you are looking to do. Things like that I would usually add in post (after effects) and track a stock debris charge to the footage. Something like Video CoPilots Action Essentials 2 would do the job. :)
@@ratemyfuneral thanks for this tip
Thank you so much Sir this is exactly what i needed 👌🤙
Glad it helped
Hi Rory, congratulations on this very nice job and for the amazing channel. I'm a physics teacher and I'm intending to use Cinema 4D in my videos to animate some simples physical phenomena. As you know not only mechanics is important in physics, but also waves and/or rays which are very important to the optics, electromagnetism, acoustics etc. I looked for tutorials involving this kind of these elements and I found virtually nothing on UA-cam; not even a simple wave in a string. Can you suggest some contents to deal with these features, or even better, maybe produce some video addressing this? Thank you very much. Cheers from Brazil.
Thanks for the feedback! If you are talking proper scientific stuff, I am really not your man... I just know how to do stupid... (See latest ragdoll video)... :)
I've got a boole object with a rigid body dynamics tag which is only affecting the first shape in the booles hierarchy. The objects that are intersecting the first shape seem to ignore the tag and don't fall down with the first shape.
Going to watch the video for the tips because it looks beneficial, but if you could give me any advice with my problem that would be great, thanks!
Place the tag on the boole object itself and under shape choose static shape or moving mesh, which ever is applicable. :)
@@ratemyfuneral Problem solved, thanks for the quick response!
Holy Punch Filled Tut! Your teaching style absolutely rules \m/
Glad you think so!
Hello. Is there any way to make a transition between "align to spline" and "rigid body" simulation? I mean continuing the inertia motion with the same velocity as at the end of the spline. For example, a soccer ball with a specific trajectory and bounce simulation.
Hey, I imagine there is a super clever technical way. However I have only ever achieved it by key framing to enable the dynamics at the point of transition, then in the rigid body (now bullet) tag set an initial force in the direction it’s going. It takes a bit of trial and error and isn’t very elegant but I’ve used it many times. :)
Great tutorial.
you r such a great person :) thank you so much
So nice of you. Thanks
Thanks for this great tutorial. It is a very helpful overview in understanding dynamics. I ran into a problem using the the ”set initial state”. It sets it only for the first 1-2 frames. After that the caples jump back up and falls down. Am I missing something? I am using Cinema 4D R23.
Glad it was helpful! For your issue, maybe double check the scene isn't baked? Other than that I'm not sure.
Just when I needed it. Thanks a bunch!!
Glad it helped!
@ratemyfuneral I cant seem to find rigid body tags under my simulation tags. Any idea why it would be missing / how I can get it to show up?
In the latest version they are now called bullet… 🙄
Loving your videos, you explain it very well :)
Glad you like them!
UR A G!! Great tutorial!
Glad it helped!
hi , how did you made the hole rigged character reacting the rigid body tag? , my rigged character just fall to the ground as a hole body, thanks
Hello, awesome tutorials. Please I've got issues with my project. I'm quiet new to C4D, and I applied the collider body and rigid body tags, but when playback even after baking, the objects with the rigid body tags just goes through the floor even tho there's a collider body tag on it. I've tried so many things but not working. Can you help please.
It's a tricky one because there is so many things that could be causing an issue like this. Double check the object type in the tag, also the hierarchy of model can make a difference. I would say, go through the video again and follow the steps from for the basics with some simple models and see what the results are.
@@ratemyfuneral could it also be doing that cause I applied the tag on the wrong object? I've got a mograph thingy on the object. so do I apple to the object or it's parent?
@@glmstudiogh aaah this is where I mentioned hierarchy. From the sounds of it, in this case, you would put the tag on the mesh object and not the the mogaph object. Of course this could also be affected if the mesh has child objects too.
@@ratemyfuneral thanks, I'll try that too
Thanks!!!!!!!!!!!!!!!! For this tutorial …
I have floor 4m x 4m.Half floor is with gravity 9.81 m/s^2 and another half floor have half of 9.81m /s^2.It can be done with Cinema 4D?
Yup, tricky to explain over text but disable the scene gravity and setup a gravity force (simulate menu) then use fall out boxes to have them effect the areas you want. :)
Awesome 👍
Thank you! Cheers!
This is very great!
Thanks alot!
4:17 dude you saved day hahaha
Thank you!!!!! I lovit! BTW, is there a dinosaur on your roof or something? There's like a huge BOOOM sounds randomly in your videos :D :D :D
Aaaah yes. It is my current mic setup, the stand is attached to my desk, so it bangs every time I knock the desk.... I must get round to sorting it.... but it's only after I finish recording that I remember!! Don't you just hate when that happens. (Glad you liked the vid).
@@ratemyfuneral @Rate My Funeral :D :D Yes loved the vid man. Great work!
I have a problem: the Rigid Body (sphare) falls down and dessapear after bouncing in the Collider Body (plane), do you know what the problem can be?
Are you sure you definitely have the collider tag on the plane? To be fair, there is really not a lot else to it.
This is a rare video that made me click subscribe not even past 20 seconds from the beginning, having never heard of this channel previously!
I'm super pleased to hear that! Welcome aboard. =D
cuando nos enseña a hacer el video de presentacion el camion
WONDERFUL
Hi, is there a way to fill a closed Zylinder with spheres from top? I want to animate small spheres along a spline and fill the zylinder with it. My problem is, the collision is on the outside of the Zylinder. Can I say, collision only inside of Zylinder mesh not outside? Thank you.
Yeah, it's pretty straight forward but hard to describe. Make sure it's set to static mesh (assuming it's not animated) then as long as there is a way in, objects will fill it. Obviously if it is closed, you will to need to start the objects inside it, however, you could also use a dummy object with a hole in with the physics tag enabled. Then just make sure your objects pass through the 'hidden hole' and it should fill up fine.
@@ratemyfuneral Thank you for your quick answer and help! I’m not sure, i don’t understand it all. Is it possible that you can make a dummy C4D file with a example?
What is better for that, emitter object or clone object with spline, if I want to move about 50x bubbles/spheres from bottom to top and they fill then a Zylinder/Tablet on the top?
@@orbi8316 I would do that specifically with an emitter at the bottom of the cylinder. Here's an example scene for you: www.dropbox.com/s/vk85ky75wt09ccm/FillingCylinder_Example_01.c4d?dl=0
@@ratemyfuneral Hi, thanks a lot, but thats not the solution for my problem. Sorry, I think my english is not so good, therefore i couldnt explain it right. The emitter have to be outside of the zylinder not inside. thats my problem with the collision tag. i try to explain it: i want to send bubbles/spheres from emitter (or clone if its better) which are flying up. on an another place there is the zylinder. when the bubbles/spheres are fyling up they come in the near of the zylinder and fly through the zylinder (no collision) but fill in the zylinder (collision inside). my problem is that when i activate the collision tag, that the bubbles/spheres not fly through the zylinder, but when i dont activate the collision tag, then they fly through and dont collider with the inside of the zylinder to stay in. can i explain it? :) :) i need a solution that my bubbles/spheres activate there collision only when they are in the zylinder not when they are outside the zylinder. is that possible? if yes, therefore it would be perfect, when you can make a quick sample scene in c4d. but thank you very much for you help again. very cool man. :)
@@orbi8316 Aaah, I think I see... To be fair, I can't really think of a way to achieve it. I'm not sure if there is a way of having directional collision but I think that is what you are saying. Closest I could come up with was this: www.dropbox.com/s/qmn68h2q2fiv6cg/FillingCylinder_Example_02.c4d?dl=0
Tell me how to do the same as you did with a doll only with a person
Hey, it is something I do plan to do a tutorial on (at some point) but it's quite a bit more complex. Definitely not something I can just explain over text unfortunately.
Best of the best RagDoll meker
how can i delete dynamics after doing the simulation e move some objects?
You can remove the tag, but it will often cause so very strange results.
Do you have a tutorial for the ragdoll...?
Yup! :D - ua-cam.com/video/fLbosEhJyrI/v-deo.html
Can we get the ragdoll
Top ten useful dynamic connectors?
Great shout! (Added to the list)
This information is out-of-date. There is no Simulation -> Rigid Body tag.
забавно 🙂